Here some examples of how we've been applying special effects in our game of Champions Now, set in Seattle during Spring and Summer of 2020.
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Follow-up to this post, June 30, 2020
I've just had a session of Champions Now where a villain was knocked to 0 knockout. The players, being in control of the field for the moment, just blasted him a second time to ensure he did not wake up. Is that kosher by the rules? How is the rules about recovering the first time but not the second supposed to play out? It seems one can only really take advantage of the first waking up if your opponents are distracted. How does it play in your games?
I'm doing an actual play of Champions Now called Big Damn Hero. It's about powers being a blessing and a curse and takes place around the Witness Security program in Spokane, WA. The title hero is a super-villain turned state's evidence and put in the WitSec program.
A year has passed and me and my friends decided to pick up our game prep where we left it. The good news: now I’ve got the actual Champions Now manual, in pre-publication form. (In case you don’t follow the Kickstarter, backers have already received a PDF with the rules; it’s not “finished” because there’s still art/comics under development.)
I invited my old friend Jared Sorensen, a.k.a. Memento Mori Theatrics, over to Sweden for a late-autumn getaway - and also to meet my new friend Simon Pettersson, a.k.a. (part of) Urverk Speldesign. The plan was a few days of unbridled RPG discourse, RPG play, unconstructed conversation, kid-wrangling, and meeting with some local players too. It worked!
A little while ago, I got excited and offered a "first come first served" hero creation session at the Kickstarter. Keith was the first, but since he was followed within microseconds by 11 others, I got more excited and said they could participate too. So Keith and I did two sessions to create Nebula, who began as a Starfire expy and rapidly became her own hero just as the rules are intended to encourage, and I conducted some email dialogues with six other people.
It is pure pleasure both to play with and to converse with Simon Pettersson, with the added benefit of his help & guidance during my first visit to Lincon last month. Patrons already got to read about my adventures with sleeping quarters there, so if you want anecdotes and details, that's the way.
The mystic world heard my cry, evidently, and has delivered a glowy burst of conversations about what dice do, especially when rolled in profusion. This time I have the pleasure of talking with Ben Milton, in an almost completely unconstructed, non-interview-like chat just because we like these dice things.
We've played two sessions of the Beta playtest rules. I currently have three players. Only one has any extensive experience with Hero System. I've GMed Champions and Hero System, so I have a lot of math chops for the power design. We've had an initial character development by email, a face to face session of finalizing development, and two face-to-face play sessions.